armed opponent would receive in attacking them under the Weapons in The saving throw vs. the spell is made with no bonuses or penalties if the Defense rule is reduced to a +1 attack and damage bonus. (The Weapons target creature has the same level or Hit Dice as the caster, and at a -1 in Defense rule is found in the Weapons in Non-Lethal Combat subsec- penalty per every level or Hit Die that the caster has in excess of the target, tion of the Attacking Without Killing section of the Combat chapter of or a +1 bonus per every level or Hit Die that the target creature possesses the PHB. Normally, this rule allows an armed character to attack first above the caster’s level. Blissful beings are not affected by hypnosis or any at- with a +4 on attack and damage rolls when another character makes an tempts (magical or psionic) to control or influence their minds (for ex- unarmed attack against him or her.) ample, charm person spells). Unarmed Combat with The Complete Fighter’s Handbook, The Complete Priest’s Handbook, or the PHB and the DMG: In this sys- 4th Level tem of unarmed combat, joydancers begin play as punching/kicking spe- Deadly Dance (Alteration) cialists or wrestling specialists. (They receive a free weapon proficiency Sphere: Combat which must be used to specialize in one of these nonlethal forms of com- Range: Touch bat.) Components: V, S, M Specializing in these combat forms gives joydancers a +2 bonus to at- Duration: 4 rounds tack rolls (including an additional +1 special to their class), a +1 bonus Casting Time: 7 to damage rolls, and a +1 chart bonus with their unarmed attacks. Joy- Area of Effect: One four-limbed, bipedal creature dancers specialized in punching gain one extra attack per round, while Saving Throw: None joydancers specialized in wrestling gain a +2 bonus to their effective This spell affects the caster, another touched four-limbed bipedal creature Strength score for purposes of maintaining or breaking holds. The chart (such as a human), or a touched creature currently using such a form. It bonus allows a character to pick a result on the Punching and Wrestling fades, wasted, if used on another sort of creature or if the recipient being results chart one higher or one lower than the actual attack roll would changes its form to something other than a four-limbed biped. dictate. Recipients of a deadly dance move with fluid grace. They find that re- At 6th, 13th, and 20th levels, joydancers may spend another weapon maining still takes a conscious effort; their bodies want to move. For the du- proficiency to give themselves an additional +1 to attack and damage ration of the deadly dance, the Dexterity of the recipient is increased by 2 rolls, and an additional +1 chart bonus. points and his or her balance is perfect, allowing the recipient to leap about Unarmed Combat with PLAYER’S OPTION: Combat & Tactics: In and land with pinpoint precision—for example, on tiny ledges—and cast this system of unarmed combat, joydancers begin play with extra skill in spells, catch or throw things, or launch attacks in mid-leap. In each round of pummeling/kicking or wrestling. (They receive a free weapon profi- the deadly dance, she or he can choose to attack with a +3 bonus to attack ciency which must be used to become expert in one of these nonlethal rolls or to get double the usual number of attacks with the normal chance of forms of combat.) Whenever possible, they use their feet to pummel if striking their target. they decide to pursue that form of combat, inflicting the extra damage The material components of this spell are a bit of rubber and a scrap of done by kicking, and they may kick creatures the same size category as silk. themselves or smaller (or prone, sitting, or kneeling opponents of any size) and still inflict this extra damage. 5th Level At 1st level, joydancers are considered expert; at 6th level, special-- Candle of Calm (Enchantment/Charm, Evocation) ized; at 13th level, a master; and at 20th level, a grand master. The exact Sphere: Charm, Protection benefits are described in more detail in Chapter Five of PLAYER’S OPTION: Range: 10 yards/level Combat & Tactics. Components: V, S, M • At 3rd level, joydancers are able to cast bliss (as the 2nd-level priest Duration: 1 round spell) or unseen servant (as the 1st-level wizard spell) once a day. Casting Time: 1 round • At 5th level, joydancers are able to cast hold person (as the 2nd-level Area of Effect: 70-foot-radius sphere priest spell) or sleep (as the 1st-level wizard spell) once a day. Saving Throw: Special • At 7th level, joydancers are able to cast deadly dance (as the 4th-level This spell creates the illusion of a lit, levitating candle—an illusion that priest spell) on themselves or another touched being once a day. They gives off very real, flickering light bright enough to read by without any real gain the ability to cast another deadly dance once every additional four flame or heat being present. The spell affects all beings who are within 70 levels (two at 11th, three at 16th, etc.). feet of the candle at any time during the round of its existence. On the • At 10th level, joydancers are able to cast candle of calm (as the 5th-level round the candle burns, a saving throw vs. spell must successfully be made by priest spell) once a day. any affected creature desiring to cast any spell, launch an attack, or even act • At 15th level, joydancers are able to generate magical pheromones that to defend themselves in any way beyond movement. (In other words, they mimic the ability of Starella’s aphrodisiac (see the Tome of Magic) once a can freely move aside from an attack, but cannot ready a weapon or raise a day. shield without making a successful saving throw). Any attacks by a creature • All of the above abilities for priests of Lliira are revoked if the priest uses who does make a successful saving throw are made with a -7 penalty to at- a weapon (other than net or lasso) that inflicts damage on another. This tack rolls. On the following round, creatures affected by the candle of calm penalty exists until the joydancer spends a full day engaged in meditation can act freely, but their attack rolls are at a -6 penalty. On the second round and absolution followed by a big party that lasts all night. after the candle vanishes, attack rolls at a -5 penalty, and on the third Lliiran Spells round, they are at a -4 penalty, and so on until the penalty vanishes on the seventh round after the disappearance of the candle of calm. 2nd Level The radiance of the candle also causes the same happiness effect in crea- Bliss (Enchantment/Charm) tures as the 4th-level wizard spell emotion and banishes any existing natural Sphere: Charm or magical discord, fear, hate, hopelessness, and sadness. Once the candle has Range: 5 yards/level been created, its caster is free to engage in other spellcasting without harm- Components: S ing its magic. Duration: 4 rounds The material components of this spell are an unlit candle of any sort and Casting Time: 5 a piece of clear crystal or glass. Area of Effect: One creature Saving Throw: Neg. This spell causes a single being who fails a saving throw vs. spell to be lost in Loviatar a trance of intense pleasure and happiness, a sensation felt so acutely that (Maiden of Pain, the Willing Whip, the creature fails to notice the rest of the world, approaching danger, or pain. A blissful being wanders aimlessly about, smiling in a dazed fashion and Patroness of Torturers) dropping any items it is holding or wielding. Victims of this spell cannot per- Lesser Power of Gehenna, LE form any deliberate task, attack, or defend themselves—even if wounded PORTFOLIO: Pain, hurt, agony, torment, suffering, torture during their blissful state. A creature affected by a bliss spell is immune to ALIASES: None other bliss spells for one day plus one hour per point of Constitution it has. DOMAIN NAME: Mungoth/Ondtland SUPERIOR: None (formerly Bhaal) spells having material components, and can—if the goddess wishes—be ALLIES: Malar, Bane (now dead), Bhaal (now dead) dragged helplessly toward her at a rate of 10 feet per round. FOES: Ilmater, Eldath, Talona, Lliira The kiss of Loviatar can heal her clergy or others she has a fondness for or SYMBOL: A black nine-stranded whip, the ends bloody and burn like acid, corroding flesh for 2d12 points damage. The use of either barbed, or (in elder days) a chalk-white, slim, female power causes such emotional turmoil in mortal targets that unless they make human left hand, fingertips downward, with three drops a successful saving throw vs. death magic, they are stunned into total help- of blood dripping from each of them lessness the following round and can take no offensive action (nor do they WOR. ALIGN.: LE, NE, CE apply Dexterity bonuses to their Armor Class that round). Loviatar (Loh-VEE-a-tar), one of the Dark Gods, Other Manifestations appears in her religion’s art as a pale maiden dressed in white, pleated armor and carrying a bone-white Loviatar manifests either as a flying black whip that moves as her avatar wand, a whip, or a scourge that she uses as a weapon does and has the same properties as the whips her avatar can create or as a against her foes. She is venerated by torturers, floating, disembodied human female head that laughs maniacally as it flies sadists, and other twisted and evil people and crea- about, platinum blond tresses streaming behind it. In either form Loviatar tures, including some nonhumans who love to bully can use her kiss ability, speak, write (with the tip of the whip or an ani- other nonhumans. While he lived, Loviatar served mated lock of hair, in either case leaving behind letters written in black Bhaal along with Talona, though the two goddesses are heated rivals. blood), or cast illusions. Loviatar loves to torment and tease Talona and has more than once ex- Loviatar also acts through the appearance or presence of baatezu (exiles), pressed the opinion that by all rights Talona ought to and eventually will imps, and (mages and warriors who are all cruel, veteran adventur- serve her. ers, and skilled torturers). More commonly she sends inquisitors, night- Loviatar is aggressive, domineering, and fearless. She has a cold and cal- mares, hell hounds, black rats, black poisonous spiders, wolf spiders, jet, culatingly cruel nature and IS also almost unreachable emotionally—toward ivory, snowflake obsidian, webstone, black violets, and black and red pop- love, fear, or even hatred. It would have to be a miracle for any deity or mor- pies to show her favor and as a sign to inspire her faithful. tal to make a dent in her icebound heart. She has an instinct for inflicting The Church both physical and psychological pain, and she always seems to know what to say and the way to say it to inflict the most hurt and raise the biggest self- C LERGY: Clerics, specialty priests, monks, mystics doubts in someone, mortal or deity. And unlike most simple bullies, she does CLERGY’S ALIGN.: LE, NE, CE not fear pain or hurt herself and laughs at attempts to physically damage or TURN UNDEAD: C: No, SP: No, Mon: No, Mys: No verbally humiliate her. The only possible weakness one might use against CMND. UNDEAD: C: Yea, SP: No, Mon: No, Mys: No her is her very calculating nature, which relies on her assumption of the in- All clerics, specialty priests, monks, and mystics of Loviatar receive religion nate selfishness of human nature—beings acting in a self-sacrificing or (Faerûnian) as a bonus nonweapon proficiency. heroic manner can sometimes snarl her carefully knit plans. Worship of Loviatar tends to be strongest in large, decadent cities such as Athkatla, Calimport, Mulmaster, Saerloon, Selgaunt, Telflamm, Waterdeep, Loviatar’s Avatar (Cleric 29, Mage 23, Fighter 15) and Westgate. Newcomers are often recruited from the ranks of the bored Loviatar appears as a beautiful human maiden of slim build, thigh-length, and wealthy or the desperately hungry beggars through large revels where straight, platinum-blonde hair, and a cold, sinister manner. She dresses in re- much drugged wine is drunk and dancing and more intimate pursuits go on vealing white silks decorated with silver chains or in black leather decorated for several days and nights. with outlandish spikes. She speaks softly and moves with sensual grace. She Priests of Loviatar are few in number, but widespread in power. Oppo- truly enjoys inflicting pain and does not care if she receives it—more than nents tend to avoid them, since murder is the least that they will do in re- one mortal adventurer has been startled to see her deliberately advancing so venge against insults to their goddess. Women—both humans and half- as to suffer an attack. When she bleeds, her blood is black and thick, like elves—dominate the ranks of the priesthood both numerically and in rank syrup. She uses spells from any school or sphere, but prefers using spells from and have always done so. Loviatar’s tightly organized priesthood is com- the illusion school of magic and spells that cause lingering pain and damage posed primarily of clerics. Her specialty priests, called pains, operate as a over several rounds or longer. separate arm of the faith, moving from place to place and ensuring that the goddess’s will is carried out; they serve as the envoys and secret agents/in- AC -3; MV 15, Fl 24; HP 187; THAC0 6; #AT 5/2 quisitors of the church. The clerics hold the pains in great regard, since Dmg Weapon +7 or weapon +9 (+7 STR, +2 spec. bonus in scourge, dagger, and whip) they are often the tools of Loviatar’s punishment. If an organized temple or MR 65%; SZ L (10 feet) shrine of Loviatar is present in a city, clerics make up the bulk of the orga- STR 19, DEX 21, CON 20, INT 21, WIS 17, CHA 22 Spells P: 11/11/10/9/9/9/7, W: 5/5/5/5/5/5/5/5/3 nization, but one to three pains are also able to be called upon by the cler- Saves PPDM 2, RSW 3, PP 5, BW 4, Sp 4 ics. Mystics often are attached to small groups of pains, and monks, while living only with other monks in monasteries and abbeys, usually owe fealty Special Att/Def: Loviatar can hide her attacks or traps with illusionary also to the temple to which their abbey is hierarchically attached. magic. Mortals who launch magic at her or attack her instantly reexperience Priests of Loviatar are known as Loviatans (pronounced “Low-VEE-a- the worst pain in their lives with the same hit point loss and disabilities that tans”) and in old texts are sometimes referred to as Lovites (LOH-vites). they suffered the first time. If such beings have died and been magically They tend to be cruel and sadistic. They enjoy bestowing pain upon others brought back, they reexperience the worst single attack that they survived. (and receiving it) within a hierarchy of strict rules and discipline. Junior A second attack by the same mortals forces them to reexperience the sec- clergy members are often ordered to do tasks in a needlessly difficult or and-worst attack they have ever suffered. painful way to reinforce this iron discipline. Those who stay faithful usually Loviatar wears two garters that are ropes of intanglement; she unleashes develop truly awesome self-control, and in battle can carry on thinking and these if in personal danger. She is considered to be specialized in scourge, acting calmly even when dying from wounds or lacking limbs. They be- dagger (her dagger of ice), and whip. She wields a dagger of ice in hand-to- come very used to pain and are usually much scarred from self-inflicted in- hand combat whose strike chills for 1d10 points of damage unless the target juries and hurts dealt by their superiors. To increase the agonies they re- is shielded against cold-based attacks and that cuts for a further 1d4 points ceive and inflict, handfuls of salt are often rubbed in open wounds. of damage. The dagger can absorb 9 spell levels per turn; Loviatar can Loviatans always pray for battle spells before going out in public and are choose to turn this power off to save it for more fearsome attacks if she sees admonished to be alert. Although they boldly walk dark streets alone, their a feeble spell coming her way. reputations sometimes land them in trouble with drunken sailors or dock Loviatar can create a 20-foot-long barbed whip or scourge at will in ei- workers or into ambushes from adherents of goodly faiths. Such attackers ther hand. Using a whip, she can lash out with deft accuracy to flick dice rapidly discover that most devotees of the Maiden of Pain are vicious in a out of cups without moving or toppling those cups, strike a foe’s eyes, or re- fight. Since they do not fear pain or disfiguring wounds, they strike boldly move a ring from a single finger, and so on. Such whips or scourges fade to where a more prudent combatant might withdraw. Some priestesses even go nothingness the moment she releases them. Her scourge inflicts 8d8 points into taverns when bored or restless and deliberately start fights, though of damage. Her whip lashes for 4d6 points of damage or inflicts 2d6 points Loviatans rarely resort to such public methods of spreading mayhem in civ- of damage and winds around a foe’s trunk or limbs (as Loviatar desires). En- ilized areas for fear that they will be thwarted, slain, and the faith outlawed wrapped foes move at half rate, are unable to ready weapons or employ or adherents harassed in the future. Novices or postulants to the Faith of Pain are known as Kneeling Ones. candles, passing some parts of their bodies through or over their flames re- Confirmed priests use the titles (in ascending order): Taystren, Adept (in peatedly until the rite ends with the highest-ranking priestess extinguishing Pain), Sister/Brother (in Torment), Supremar, Caressor (of Terrors), her candle with consecrated wine. Whiplass/Whiplar, Paingiver, Whipmistress/Whipmaster, High Whip- Major Centers of Worship: Aside from in the nation of Dambrath, mistress/Whipmaster, Branded (of the God), and Truescar. Words in paren- where the worship of Loviatar is the state religion and the queen of theses in the preceding list represent parts of the formal title seldom used Dambrath, Yenandra, is its high priestess, the Black Spires of the Maiden except in rituals, disciplinary hearings, or documents. The last two titles are temple in the Vale of Wailing Women west of Ishla in Amn is the largest, applied to all Loviatan clergy members who have served as the head of a wealthiest, and most energetic center of worship to Loviatar, sending out temple, abbey, or monastery of the goddess who who have personally distin- agents all over Faerûn and speaking with “the close love of the goddess.” guished themselves in their service and taken up a life of wandering to fur- The House of Spires has risen to such prominence only in the last decade ther Loviatar’s will and influence, often sponsoring or leading bands of and so very rapidly because of one priestess: Queen of Torment Chalathra “dark adventurers” to spread torment. Nyndra, a dark-eyed, raven-haired, gaunt woman of truly vicious tastes and The church of Loviatar is currently relatively independent, though its a legendary hunger to feel pain. It should be noted that Chalathra has members aid other evil churches when it suits them. They particularly hate found and modified an old draconic spell that acts to heal through immer- the church of llmater, which teaches that strength comes out of suffering, sion in a pool of a secret, enchanted mixture of tree saps and plant oil— and the church of Eldath, which teaches of peace, the banishment of fear, and that creatures in contact with this substance automatically make all and living in harmony with nature, since the specialty priests of these System Shock and Resurrection Survival rolls if faced with situations re- deities are resistant to Loviatar’s pain-inflicting abilities. quiring them while largely immersed. Loviatans will hunt down—to the Most Loviatan temples feature extensive dungeons beneath their above- ends of Faerûn and beyond—and slay anyone stealing any samples of this ground facilities. The surface temples are usually are built of stone or thick “Milk of the Maiden.” wood and resemble nothing so much as a combination monastic cell com- Affiliated Orders: The Loviatan church has no affiliated knightly or- plex and prison. Even the windows of priest's rooms often sport bars. ders. Monks of the faith all belong to the Disciples of the White Rod, Dogma: Loviatar teaches that the world is filled with pain and torment, named in honor of the token granted to their founder by Loviatar and held and the best that one can do is to suffer those blows that cannot be avoided in the home abbey near Calimport as a relic. Mystics follow an eccentric and deal with the pain back to those who offend. They (chillingly) believe philosophy/order that they call the Way of Transcendence. When asked that true pleasure is only won through pain. In the Loviatan faith, the what their order's tenets are, they just smile knowingly. strong are those who taste pain and strive on. Priestly Vestments: Loviatans of both genders wear high black boots, Novices in the Loviatan faith are charged as follows: “Kindnesses are the black choker gorgets, and long black gloves that reach up to their shou- best companions to hurts, and increase the intensity of suffering. Let mercy ders. They also wear daring-looking leather body harnesses over or under of sudden abstinence from causing pain and of providing unlooked-for heal- side-slit ritual robes of icy white or black lined with scarlet silk (so that ing come over you seldom, but at whim, so as to make folk hope and in- movements cause red flashes). crease the Mystery of Loviatar’s Mercy. Unswerving cruelty will turn all folk Loviatans are usually armed with saw-edged daggers and whips. A typi- against you. Act alluring, and give pain and torment to those who enjoy it cal priest of low rank has a dagger at her belt, another in one boot, and a as well as to those who deserve it most or would be most hurt by it. The barged whip with a 6-foot reach that lashes for 1d6+1 points of damage. A lash, fire, and cold are the three pains that never fail the devout. Spread my priestess of “full” (medium) rank adds to this gear a barbed cat-o’-nine-tails teachings whenever punishment is meted out. Pain tests all, but gives with a 4-foot reach that flails for 2d4 points damage, and perhaps a black strength of spirit to the hardy and the true. There is no true punishment if metal mace with skin-contact sleep venom in its hollow so that its the punisher knows no discipline. Wherever a whip is, there am I. Fear first strike releases the venom, causing the next six blows to force saving me-and yet long for me.” throws vs. poison on a victim. (Failure of this saving throw means falling Day-to-Day Activities: As one of the Dark Gods, Loviatar likes to be asleep for 1d8+3 turns commencing in 1d4+1 rounds, and slapping or dous- feared, and her clergy members are ordered to whisper of her ever-present ing the sleeper in cold water does not awaken him or her.) power in the darkness after they have inflicted pain. Their Prime Charge is High-ranking priestesses are usually also equipped with several iron bands to tirelessly cause suffering, both widespread and personal. This work may of Bilarro spheres at their belts, and a few also carry a wand of frost, fire, and be as brutal as flogging an encountered band of until they flee or as fear. This rechargable magical weapon is a cat-o’-nine-tails with a 4-foot subtle as breaking hearts among young nobles by pretending to fall in love reach made of electrum tentacles attached to a steel shaft. Every strike from with the gallants (while disguising one’s Loviatan faith), working to break it drains 1 charge and deals out magical damage, as follows (roll 1d10): On a up existing amours and friendships, and engaging in scandalous dalliances roll of 1, 4, or 7, the target takes 3d6 points of frost damage; on a roll of 2, 5, before coldly spurning the victims and departing. The activities of prudent or 8, the victim is burned for 3d6 points of damage; on a roll of 3, 6, or 9, the worshipers of Loviatar should never be so high-profile that local authorities victim is affected as if by a wand of fear; and on a roll of 10, two tentacles (de- set out to imprison or thwart them upon first sight, but such activities termine their powers randomly) act on the victim, both dealing their usual should be energetic and numerous. Being a good actor—and of striking damage (reroll any second roll of 10). Saving throws vs. spell are allowed beauty, or experienced in using spells to appear so—are very useful traits for against the whip’s fear power, but not against its other two types of attack. a Loviatan, but the most successful Loviatans are those who understand the Adventuring Garb: Priests and priestesses of Loviatar wear a pleated ways and natures of folk and so know just how to cause them the most pain armor that resembles scale mail. However, the ceremonial garb is light- and to manipulate them toward that end. weight and designed for fashion rather than protection. It is constructed to Holy Days/Important Ceremonies: The most basic ritual performed emphasize the figure of the wearer rather than to provide true protection. by Loviatans is a kneeling prayer at morning and at evening performed after The AC of ceremonial scale mail is 6 instead of 4. Loviatar’s priests wear it striking oneself once with a whip. Other rituals of the faith center on con- as a badge of honor and pride. secrating wine, whips, holy symbols, and other items—practical, such The pleated mail is often augmented by breastplates that bristle with as potions of healing, and horrific, such as torture implements—used by the spikes. From a wearer of such augmented armor, a firm hug (the Embrace of devout and on celebrating advancement in priestly rank. Loviatar) does 1d2 points of damage. The addition of the breastplate adds All four seasonal festivals are celebrated by Loviatans with the Rite of somewhat to the protection provided by the armor, raising the outfit’s Pain and Purity: a circle dance of chanting, singing clergy members per- Armor Class to 5. formed upon barbed wire, thorns, or broken glass or crystal, where the Loviatar grants boons, in the form of white wands, to those who have priests allow themselves to be urged to greater efforts by the whips of high- caused widespread suffering. She usually grants these boons to members of level priests and are accompanied by the drumming of lay worshipers. A red her priesthood who have served her outstandingly. However, she has been radiance rises gradually and forms a flickering cloud above the ring. If Lovi- known to grant white wands to individuals outside her faith who have, will- atar has important missions to speak of, is especially pleased with this group ingly or not, caused widespread suffering. She prefers to grant them to those of followers, or wants to enact her displeasure, she manifests in the heart of who have unwillingly or unknowingly done so, in particular good and law- the cloud. If Loviatar does not manifest, the ritual ends after half an hour, ful types who will be tormented just knowing that they have advanced her and the priests heal themselves. cause. (Loviatar delights in tormenting good or lawful beings with these Every twelfth night (unless such a night coincides with a Rite of Pain “gifts”; in such cases, the wand emits her cold laughter whenever it oper- and Purity, which preempts it) the clergy members celebrate smaller ates.) Loviatar’s white wands appear mysteriously, but their origin and pur- Candle Rites wherein they sing, chant, and pray as they dance around lit pose are mentally communicated to the beings they are intended for upon first contact. (If any other creature but the one it is intended for touches a Whip of Flame (Evocation) white wand, it melts away like ice in the hot sun.) A white wand absorbs Sphere: Combat 1d10 levels of spells launched against the wand-bearer before being used up. Range: 0 It operates automatically to completely absorb such spells. When a white Components: V, S, M wand’s capacity is exceeded, it dissolves—but it does wholly negate any last Duration: 7 rounds magic that overloads it, even if the spell greatly exceeds the level-absorp- Casting Time: 5 tion capacity remaining in the wand. Area of Effect: Special Saving Throw: None Specialty Priests (Pains) This spell creates a blazing whip or flexible line of flames extending for 12 REQUIREMENTS: Constitution 15, Wisdom 15 feet from one of the caster’s hands (or, if lacking a hand, from the end of PRIME REQ.: Constitution, Wisdom whatever is left of the caster’s arm). The whip of flame is wielded using the ALIGNMENT: LE caster’s THAC0, and it strikes once per round. Although this weightless lash WEAPONS: All bludgeoning weapons (wholly Type B) plus whip and behaves like a whip, and bums brightly enough to see by, the flames are actu- scourge ally an illusion, and cannot ignite anything. The weapon is an intangible line ARMOR: All armor types up to and including scale mail and shield of force, not an actual cord that can wrap around things, be grasped, or be cut. (pleated ceremonial scale mail preferred) A whip of flame does damage by transmitting heat, searing whatever it MAJOR SPHERESS All, charm, combat, elemental, healing, law, necroman- touches for 1d8+3 points of damage per strike. Metal weapons and armor tic, sun transmit full damage to their wearers, but leather armor or the padding typi- MINOR SPHERES: Animal, divination, guardian, summoning, time, cally worn under metal armor reduces damage by half, rounding fractions weather down, for the first strike of the whip of flame; thereafter, such garments are MAGICAL ITEMS: Same as clerics hot enough to transmit full damage to their wearers. REQ. PROFS: Leatherworkmg, scourge Note that creatures can pass through the lashing whip without being BONUS PROFS: Endurance, rope use, whip slowed or hampered in any way, but in turn they have no effect on it. Beings • Pains may inflict a pain touch on any opponent they touch with a suc- who rush through the stretched-out whip or otherwise deliberately come cessful attack roll using a hand or other limb. The recipient is allowed a into contact with it take its full damage even when it has already struck an- saving throw vs. spell. If this saving throw succeeds, she or he suffers no other creature on the same round. effect. If this saving throw fails, she or he is wracked by pain, suffering a The whip of flame fades away when the spell expires, the caster wills it to, -4 penalty to attack rolls and a -2 penalty to all Dexterity checks for as or the caster commences any other spellcasting. many rounds as a pain’s level. Pains may attack one individual of size H The material components of the spell are one of the caster’s hairs and a or smaller each day for every three levels of experience they have (one flaming branch, spark, or lump of charcoal. person at 1st-3rd levels, two at 4th-6th level, etc.). Pains may combine this ability with any attack roll to touch a certain being (such as is re- 3rd Level quired for say, a cause light wounds spell), in some cases resulting in two Dance of Pain (Alteration, Necromancy) magical effects happening to a creature at once. Certain special abilities Sphere: Combat, Necromantic of other specialty priests (Ilmater and Eldath, for example) negate the Range: Touch effect of this ability. As a result, there is great hatred between the clergy Components: V, S of Loviatar and that of these deities. Duration: 4 rounds • At 3rd level, pains are able to cast whip of flame (as the 2nd-level priest Casting Time: 6 spell) once a day. Area of Effect: One recently injured creature of size L or smaller • At 5th level, pains are able to cast dance of pain or whip of pain (as the Saving Throw: Special 3rd-level priest spells) once a day. This spell only affects creatures who have been recently injured, defined as • At 5th level, pains are able to cast touch of Loviatar (as the 2nd-level having lost some of their hit points within the preceding 24 hours. It is spell) once a day. They may cast an additional touch of Loviatar for every wasted if cast on a healthy, unharmed being, or a creature larger than size L. two experience levels they gain above 5th level (twice at 7th level, (The spell cannot form around larger beasts.) When the caster successfully three times at 9th, etc.) to a limit of five times a day. touches the target of the spell, a spiral of illusory blades whirls around the • At 7th level, pains are able to cast kiss of torment (as the 4th-level priest victim, marking the boundaries of a field of sharp-edged, invisible lines of spell) once a day. force that cut the victim and buffet him or her about. If free to move, victims • At 10th level, pains are able to cast eyebite (as the 6th-level wizard of this spell are jerked about in an uncontrollable dance that causes a -2 spell) once a day. Only the effects of the sleep form of the spell can be penalty to their attack rolls, worsens their Armor Class by 4 points, and reflected upon them, however. makes intricate tasks (such as opening locks or casting spells) impossible. • At 15th level, pains are able to cast symbol (as the 7th-level wizard The unseen cutting edges slice and slash the victim for 2d4+4 points of dam- spell) once a day. They prefer the pain form of this spell-like ability, but age per round. Restrained or immobile victims simply suffer damage. can use the other forms also. Victims of this spell are allowed saving throws vs. spell each round. • At 20th level, pains are able to cast ensnarement (as the 6th-level wizard When a saving throw succeeds, it means that they take only 2 points of dam- spell) once a month. They are taught how to make the proper warding age on that round and can manage at least one semi-intricate task (such as circles through the lore of the church and do so with the same facility as hurling a missile weapon, getting an item from pouch or belt and readying it a wizard of their level. Permanent warding circles are found in the for use, and so on), but still cannot cast spells. dungeons of some temples of Loviatar. Whip of Pain (Necromancy) Loviatan Spells Sphere: Combat, Necromantic 2nd Level Range: 0 Loviatar’s Caress (Alteration) Components: V, S, M Sphere: Combat Duration: 1 round/level Range: 10 yards/level Casting Time: 6 Components: V, S Area of Effect: Special Duration: Special Saving Throw: Special Casting Time: 5 This spell creates a whiplike, flexible line of force emanating from the fin- Area of Effect: Special gertips of the caster’s hand (or, if lacking a hand, from the end of whatever is Saving Throw: None left of the caster’s arm). This crackling, coiling line of purple sparks is This spell provides the means of unerringly delivering another single harm- wielded as a whip and uses its caster’s THAC0 to attack. It strikes opponents ful or beneficial spell of 4th level or less that requires a touch to deliver cast up to 10 feet distant. within the round immediately preceding the casting of Loviatar’s caress. It The whip of pain functions as a +2 magical weapon for purposes of which may be combined with the pain touch ability of a specialty priest of Loviatar. creatures it is able to affect. When the wielder successfully strikes a target, the whip makes a loud snapping sound, and the target must make a saving throw vs. spell and a Constitution ability check. If the saving throw fails, the victim Beasts despises the Balance sought by druids and their deities and seeks to suffers 4d4 points of damage; if it succeeds, the victim suffers only half damage. overthrow it through the actions of his faithful. He manifests an avatar in If the ability check succeeds, the target feels only enough pain to suffer a -1 Faerûn in an endless hunt across the Realms whenever the mood strikes penalty to his or her very next attack roll. If it falls, the target is wracked by him—which is almost constantly. pain on the remainder of the current and all of the next round. This lowers his During the Time of Troubles, Malar stalked the length and breadth of or her Armor Class by 1, places a -2 penalty on attack rolls, and makes it im- Faerûn. He is known to have battled Nobanion in the Gulthmere Forest in possible for the victim to concentrate enough to cast any spells. a fierce conflict known as the Roar of Shadows. The Beastlord was driven The whip of pain fades away when the spell expires, is dispelled, the caster north and west by the Lion God working in an alliance with the Emerald wills it to, the caster falls unconscious, or the caster commences any other Enclave. When Malar appeared in the North, he was relentlessly pursued by spellcasting. The wielder can trigger magical items like wands with his or her Gwaeron Windstrom and could not shake the Master of Tracking from his other hand without ending this spell. trail. The Beastlord did challenge and defeat Herne, a corrupted incarnation The material components of this spell are a drop of unholy water and one of the Master of the Hunt brought to, the Realms by an ancient wave of im- of the caster’s hairs. migrants along with Oghma and other powers. Herne was venerated by the orcs of the High Forest, and Malar has since assumed his portfolio. 4th Level In the aftermath of the Time of Troubles, Malar has been weakened by Kiss of Torment (Necromancy) the growing strength of Talos. As a result, he has been forced to seek new Sphere: Combat, Necromantic worshipers among the nonhuman tribes, and now numerous humanoids Range: Touch have begun to venerate the Beastlord as an adjunct to their traditional pan- Component5: V, S theons. Malar has also acquired additional human worshipers from the ranks Duration: 3 rounds of a few beast cults by slaying their totem spirits and assuming the animal Casting Time: 7 spirits’ portfolios as aspects of his own. One of the first beast totems to fall to Area of Effect: One creature of size L or less his bloody talons was Blue Bear, an Uthgardt beast cult corrupted by perva- Saving Throw: Special sive contact with lower planar beings and venerated in other lands as Ren- To enact kiss of torment, the caster must successfully touch the bare flesh of der, the Bear God. the victim with his or her bare flesh; this touch can be of any type from a light brush with the fingertips to an actual kiss. Kiss of torment attacks the nervous Malar’s Avatar (Ranger 30, Druid I7) system of the body, overwhelming it with phantom pain that causes the vic- Malar favors two forms when he stalks the Realms. As the Beast, he appears tim to writhe uncontrollably and suffer 4d6 points of damage. Typically, tar- as a man-high catlike beast, sleek and supple in its movements. His ebony gets of this spell can retain their footing and their grasp on wielded or carried fur is matted with blood, and his talons and fangs endlessly drip blood. The items, but can do little else; attacking or uttering incantations is impossible. Beast cannot and does not speak. The victim is allowed a saving throw vs. spell at the end of the first As the Master of the Hunt, also known as the Wild Hunter, malar ap- round, and if it succeeds, the spell ends. If it fails, the writhing continues for pears as a black-furred, 12-foot-tall humanoid with red eyes above a whuf- a second round and mother saving throw is necessary. If this second saving fling, flesh-draped hole rather than a nose and mouth, and a large rack of throw succeeds, no damage is taken in the second round and the spell ends, antlers that he can use to slash or stab at targets. Malar can speak in this but if it falls, an additional 2d6 points of damage is inflicted upon the victim, form and can cause his antlers to melt away and reappear at will, allowing the writhing continues for a third round, and another saving throw is neces- him to avoid damage to his rack and to prevent opponents from trapping sary. If this third saving throw succeeds, no damage is taken in the third him by ensnaring his antlers. The Master of the Hunt is typically accompa- round and the spell ends, but if it fails, an additional ld6 points of damage is nied by a pack of 21 dire wolves (winter wolves in polar regions) of the inflicted upon the victim. largest possible size (maximum hit points). Malar can cast spells from any sphere, although he favors spells from the Malar animal, combat, and summoning spheres. Malar often joins in the hunts his clergy members promote—and when such a visitation occurs, his clergy (The Beastlord, Lord of Beasts, the Black-Blooded Pard, members seek to impress him with their reckless valor and often fling away the Ravaging Bear) weapons to chase the quarry—frequently a bear, wolf, , or more fear- some monster—barehanded. Although Malar believes all creatures should Lesser Power of Carceri, CE look after themselves and that all who hunt should also know the pain and PORTFOLIO: Hunters, marauding beasts and monsters, blood, blood- fear of the hunted, he does dispense healing on such occasions, bestowing lust, evil lycanthropes, stalking curative magic through the burning-hot blood that drips from him. ALIASES: The Stalker (Vilhon Reach), Render (Endless Ice and Great Glacier), Blue Bear (Uthgardt barbarians), Herne AC -3; MV 21 (leap 70 feet); HP 207; THAC0 -9; #AT 5* or 3** (Orcs of the High Forest) Dmg 3d4+11/3d4+11/4d4+11 (claw×4/fangs, +11 STR) or 1d10+11 (antlers, +11 STR) and 1d6+16 (spear +3, +11 Str, +2 spec. bonus in spear) DOMAIN NAME: Colothys/The Land of the Hunt MR 70%; SZ L (12 feet long— Beast, or 12 feet tall — Master of the Hunt SUPERIOR: Talos STR 23, DEX 24, CON 23, INT 15, WIS 20, CHA 18 ALLIES: Auril Tales Umberlee, Bane (now dead), Loviatar Spells P: 10/10/9/9/5/3/2 FOES: Chauntea, Deneir, Eldath, Ilmater, Lurue the Unicorn, Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6 Nobanion, Silvanus, Sune, Gwaeron Windstrom, Shial- *The Beast can attack each round with four taloned claws and one fanged bite. lia, Uthgar YMBOL: A brown-furred, bestial claw with long, curving talons S ** The master of the Hunt can attack once each round with his antlers and two tipped with fresh red blood times with his spear. WOR. ALIGN.: N, CN, LE, NE, CE Malar (MAH-larr) is the god of the savage wild. Special Att/Def: In either form, Malar laughs like a deep-voiced giant. He Along with Umberlee and Auril, he is one of the is an infallible hunter and tracker, bested only at tracking by Gwaeron Wind- Gods of Fury who serve Tales. He is worshiped by strom and Mielikki. He can shape change at will between the Beast and Master hunters who revel in the kill or who hunt for sport of the Hunt forms in one round, once per turn. In either form, the Beastlord or to excess, fallen rangers, sentient carnivores, and can cast monster summoning I, II, III, IV, V, VI, or VII once per round in addi- lycanthropes. Those who suffer the depredations of tion to casting a spell. Malar can always choose what sort of creatures respond wild beasts attempt to placate the Beastlord with of- to his summoning, but they are always some form of predator. ferings of freshly killed and bloody meat, but Malar The Beast customarily pounces in battle so he can attack with all four rarely recognizes their entreaties. In his more favorable aspects he is revered talons in a round in addition to his bite. His bite inflicts lycanthropy (of a by beings who identify with the untamed nature, grace, and amorality of random form of evil were-creature) at will. The Master of the Hunt attacks predators. with his antler rack and his massive spear +3. On rolls of 4 or better more Malar achieves almost sensual fulfillment from the hunt and the kill. He than he needs to hit with his antlers, the Wild Hunter successfully gores for revels in the fear radiated by the hunted and hungers for the blood of his double damage. His magical spear vanishes if he lets go of it for any reason prey. He speaks only in low growling undertone or vicious snarl. The Lord of and reappears in his hand at will. The Lash of Loviatar

his tome takes the form of a whip of braided leather strands and a stout T wooden handle wrapped about with a broad leather strap. The braided “striking strand” is about four feet in length and ends in a knot; it is dusted with “sparkles” or flecks of silver metal. The handle is about a foot long and over an inch in diameter; metal clips at both of its ends secure the leather wraps in place. If the clip at the butt end of the handle is undone (a function it is designed to perform readily and speedily), the wrapping-strap may be unwound—and on its inner surface, in a long ribbon of script, a spell is inscribed. At any given time the Lash of Loviatar displays a single, randomly selected spell from its “roster” of stored magics and continues to do so (whenever its wrapping-strap is released) until it is used to strike a living being (that is, deliberately swung, with attendant attack and damage rolls, to do harm to a given target). Once the Lash successfully strikes someone, its writing alters to display another randomly chosen spell from its list. (This is the only known way to access these spells. The lash demonstrably resists both dispel magic and enchantments that attempt to identify its stored spells or essential natures.) Although the lash is made of materials that seldom have a particularly long “life,” its age must have been prolonged by enchantments. It is first heard of in the Tidings of Taldan (written by the news-gathering minstrel Taldan, circa 778 DR), when it was wielded by Endreira Chathlass, a rising priestess of the Faith of Pain who ultimately became High Temptress of Loviatar over all Faerûn. Endreira, known as “Lady Heartless” because of her cruelties as a mercenary warrior in the Vilhon Reach, murdered a series of wealthy merchants and took their worldly goods for her own, until she had amassed coins enough to found the Black Falcons of Fury, an elite band of female adventurers. The Black Falcons quickly made names for themselves through their daring ruthlessness, raiding various Mulhorand families and concerns at the behest of rivals. It was their custom to slaughter not only their quarries, but anyone who might have witnessed their attacks. The trails of blood quickly became long and deep enough to cause serious concern to all rulers in the region. Such concerns were even more sharp and intense after Endreira demanded the use of a cragtop castle from a petty ruler, the Jahorgan of Jahorga (a realm that lay between the Nagawater, the Nagaflow, and the Golden Road). The Jahorgan haughtily refused her. She responded by taking him captive, slaying all of his citizens, seizing the realm for her own and publicly inviting malcontents, rebels, and outlaws from the lands of the Vilhon, the Old Empires, and around the Lake of Steam to become citizens of her new “pirates’ realm,” Endrara. Even as armies were lined against her on all sides, Endreira turned to Loviatar for the first time in her bloody life and made a bold pact: She would slay the Jahorgan slowly, by torture, and make his death the first in a long line to be performed by herself and the priestesses under her, adopting the faith of the Maiden of Pain as the state religion of Endrara. In return, Loviatar would aid her with spells, priestesses hastily gathered from all over Faerûn, and “torturer- gargoyles” (margoyles). Whatever the details of the secret agreement between deity and human, Lady Heartless spent all of the time during which her lands were being invaded by foreign armies slowly and lovingly doing the Jahorgan to death while her Loviatan aid fought for her. (Dismemberment and parasitic infestations are known to have been involved in the perse- cution of the Jahorgan, as well as lengthy sessions with the Lash of Loviatar, which first comes to light in Faerûn at this point.) Despite the overwhelming numerical and organiza- tional superiority of the invaders, the stabbing spells that came leaping out of the sky repeatedly slaughtered them in their thousands, and the servitors of Loviatar did butchery

44 among the remnants. The armies that sought to crush Loviatar) had stolen the Lash and taken or hidden it far away. Endrara were obliterated. This was clearly in accordance with the will of Loviatar, for Yet the realm fell within a month of the Great Slaughter— all of Kathlathtra’s spells and agents failed to find the Lash in evidently as a result of the fury of the god Talos, who was the eight years that followed. Not until her underling Imra enraged by Loviatar’s hurling magic from the sky (as an took advantage of her Most Holy superior’s search for the encroachment on a portfolio he saw as his; namely, spell- ultimate Sacred Pain to do Kathlathtra to death and seize her storms—something he was later to lose decisively to Mystra). title and the Sacred Throne of Skulls that Kathlathtra had Talos smashed the fledgling realm with floods and titanic just ordered built, was the Lash uncovered. lightning storms, shattering the gathered Loviatans and oblit- Imra was a capable, paranoid, and over-careful bureaucrat, erating the settlements of the realm (that today remains a who saw conspiracies and treachery behind every pillar of sparsely-settled, wilderland area of scattered farms and shep- every Loviatan temple, and in dealing with such “dark rots” herds). slew almost every capable priestess of the faith who had risen to Endreira survived, whisked elsewhere by the will of exalted rank. In so doing, Imra kept her throne, as the influ- Loviatar, and, no doubt under the direct control of the ence and true power of the church dwindled around her. For 46 goddess as her increasingly insane behavior hints, embarked long years, various unheralded, low-ranking adventurer-priest- on tireless travel throughout Faerûn, spreading the words of esses of Loviatar wielded the Lash— a manifestation of the Loviatar and trying to persuade humans (young females in goddess seized it upon the death of one, only to promptly arrive particular) to join in her worship. In this work, the spells of in some distant corner of Faerûn, unannounced, and present it the Lash are known to have rendered critical aid time and to another. time again. The sacred weapon became almost an “anti-establishment” Lady Heartless met with slow but steady success in what badge of the faith—so much so that when Naneethrama Luin became her lifework. She personally recruited almost 6,000 rose from humble origins to slay the Highmost Lash of the devout worshipers who were fit to become Priestesses of Pain Lady (Undreena, who had replaced Imra in 916 DR), and before she died of old age in 848 DR, worn out by her travels claim the rulership of the Loviatan church for her own in 929 and almost constant challenge-fights and debaucheries. DR, she gave the Lash to the lowest ranking priestess she Her successor, the ambitious but careless Chalice of the could find in Undelos, and bade her “take it out into Faerûn Faith, Imshrara Vlengaun, claimed the Lash as her badge of and give it to the most needy lay worshiper of the faith” she office, proclaiming it “the most holy relic of the Church,” as could find. it (she believed) “has come to us from the bloody hand of the In so doing, she undoubtedly preserved the sacred item Lady herself.” Imshrara had the enthusiasm of Endreira but from destruction—for Naneethrama, the Sacred Throne of not her cunning, and soon succumbed to a cabal of underlings Skulls, Undelos, and all were swept away in the Great Rising who then wracked the Church with a decade of confusion as of the Orcgates, in 955 DR, when a fell power (some say they struggled for supremacy. Imshrara was found strangled by Thayan archmages experimenting with dangerous spells, a roper that had been smuggled into her chambers by others insist that the gods of the orcs themselves were respon- unknown hands. The roper was slaughtered by the ever-alert sible) suddenly brought into being scores of dimensional Holy Guards only after it had slain the Chalice Supreme. The portals that spewed forth orcs from the mountain caverns of corpses of both were shown to the hastily assembled senior the far North to lay waste to half a hundred cities and realms priestesses of the faith, and then left to rot in chambers that all over Faerûn. were sealed away. Who that nameless priestess bestowed the Lash upon and Twelve years later, in 862 DR, Kathlathtra “Talons” what uses they made of it are things forgotten by history. The Roultym of Sespech won the bloody internal struggle and Lash disappears from recorded lore after it was sent forth at took the title High Holy Temptress of the Faith, ordering the the command of the Highmost Lash, and is not heard of again bones of Imshrara to be taken up from the dusty chambers until 971 DR, when an adventuress of Sheirtalar, one where they had lain unburied and interred them with honor Rakharla Lommerekh, flays a rival, Klarla of Durgar, to death in a catafalque of black stone in the High House of Pain in with what is undoubtedly the holy weapon of Loviatar. Undelos (a town that has since vanished, which stood due Shortly thereafter, Rakharla came to the notice of Althatha east of the Ankhwood). Ammaeritus, a Tashlutan priestess of Loviatar, and met a Unfortunately for Kathlathtra’s ambition (and hopes of swift end. lasting survival), sometime during the period that Imshrara Armed with the Lash, Althatha led a revolt against the lay dead and forgotten, someone (undoubtedly a priestess of “decadent, pleasure loving self-styled princesses” of the faith

45 and succeeded in storming five of the ornate pleasure-houses that the Tashlutan senior priestesses of the faith had estab- lished. She was slain during her assault on the sixth temple, The House of the Hand of Torment, and the Lash fell into the hands of its Whipmistress Superior, Jalrathae, who saw it as a mark of Loviatar’s favor—and promptly embarked on her own conquering crusade among the temples of the faith. She did rather better than Althatha, forcing no less than a dozen temples to obey her commands before the High Holy Temptress of that day (974 DR), Lauraera Dlarayna of Arrabar, caught up with her and tortured her to death. Lauraera commanded two of her underlings, the priestesses Falindra and Yathrae, to investigate the powers of the Lash fully and write down their findings, which became part of the temple lore. The two did their task well, and while working together, plotted to slay their superior—a deed that proved to be all too easy. Falindra then tried to kill her partner and claim the rulership of the faith for her own. Nevertheless, Yathrae outsmarted her rival, mastering a spell that enabled her to take on a ghostlike form and avoid the multiple blade barriers and wailing whips cast by Falindra. (This incident is probably the origin of the persistent but almost certainly false rumors that the Lash can call up and command “ghosts”.) She took the Lash and fled with it, far and fast, using spells to conceal herself in the form of a man (and the Lash in the form of a notched and scarred broadsword, a form to which it still some- times reverts, at apparently random times, for unknown reasons) from the searchers sent by Falindra. The seekers soon stopped coming, as Falindra was slain by an ambitious underpriestess, Olyndra Hothyn, whose atten- tion was bent on other things. Yathrae lived out her days in hiding, revealing her true gender and passing on the Lash only on her deathbed, in 1036 DR, to the local Watchful Whip of Loviatar. This wise but lazy lady, Mulondrae of Ravvan, was astute enough to keep the Lash hidden, and Yathrae’s revela- tion and identity secret from her fellow priestesses. She was well on her way up the hierarchy when a battle with a rival almost brought about her death, and forced her to reveal the Lash in defense. She won that battle, but she died at the hands of one of the dozens of ambitious Loviatan priestesses who converged on the scene in the tenday that followed. Sometime during that last ride of Mirtul in 1048 DR, the Lash of Loviatar disappeared, stolen away by a murderous priestess, and has not been found by the hierarchy of her church since, though it has surfaced briefly in the hands of adventurers of both genders and many alignments (notably the mercenary general Gordurn in 1167 DR, at the battle of Yonder Fields, and the famous freebooter and probable Lord of Waterdeep, Mirt, for a few days in 1322 DR). It was last traced by still-

46 vigilant Loviatan agents to Sembia or perhaps Westgate, but This spell causes many daggerlike blades to sprout from all may well have moved on, since extensive searches of both surfaces of the caster’s body. They appear to be metallic but are realm and city-state succeeded in making the Church of Pain not actually metal (and are therefore unaffected by heat metal many enemies but failed to turn up any sign of the elusive spells, magnetic attractions, and the like). They materialize sacred lash. through or out of any armor, gear, or clothing worn. To the The lash is known to hold the following spells (and may well wearer, they never obscure the senses or Dexterity. (Even if hold many more, according to coy notes left behind by growing out of the face, vision is unimpaired; if growing from Yathrae): Blade barrier, body blades (a spell detailed below), cure the hands, spellcasting and the like is unimpeded; and if critical wounds, cure light wounds, cure serious wounds, dance of “sticking” into adjacent body parts, they do no damage and act pain (a spell detailed in the Faiths & Avatars sourcebook), dispel as if they were mere illusions.) The blades never harm gear magic, fire storm, flame blade, flame strike, heal, kiss of torment worn or carried by the caster. (Faiths & Avatars), loving pain (detailed below), neutralize To others, the spiny forest of blades augments the caster’s poison, produce flame, remove curse, remove paralysis, resurrection, Armor Class by 2 points, and does harm as follows: If the caster sacred strike (detailed below), slow poison, spell immunity, spiral charges into them (successful attack roll required, but the roll of degeneration (Faiths & Avatars), storm of vengeance (Faiths & is made with a +1 bonus), the blades slash for 1d4+2 points of Avatars), wailing whips (detailed below), wall of fire, whip of damage. If the caster manages to hug a foe, or knock a foe over flame (Faiths & Avatars), and whip of pain (Faiths & Avatars). and roll atop him, or drive him up against a solid surface such as a wall, damage is doubled (a successful attack roll, without Other Properties of the Lash bonuses, is required to manage such maneuvers). In Loviatan lore, the Lash of Loviatar is reputed to be able to If a caster wearing body blades is caught in a constricting situa- cast spells (from its roster) “by itself,” when released to “dance” tion (such as a closing door or compressing, moving wall), the and then commanded to unleash specific spells by a priest who body blades spell halts the movement, negating or avoiding any knows how to make it do so. Two books in the library at damage, for its duration. During this time, the caster is able to Candlekeep record instances when a Loviatan priestess cast perform only spellcasting or other activities that can be performed spells in battle as a dancing whip beside her did so too, without turning or bending the body or moving the arms in responding to her commands. expansive gestures (spreading the arms apart). Other creatures For both whip and commander to work spells during the present in the same situation will benefit from the temporary halt same round, the spell cast by the priestess must obviously have of the constriction, and unlike the caster, are free to move about. a casting time of less than a round to allow her time for the The material components of a body blades spell are two command. It is also likely that she is the last being to touch the shards of metal (pieces of any size, which possess at least one whip, that it can unleash only one of each spell it holds before sharp edge or point each—intact bladed weapons may be being grasped again, and that it must deal damage to someone used), and one shard of bone (from any source, but it must also between castings, in order to change to a new spell. Its victim have at least one sharp edge or point can reportedly be the priestess, if such can be accommodated without ruining her spellcasting. However, what THAC0 it Sacred Strike employs, how fast it moves, and whether a priestess can choose its target remain unknown as of this writing. (Necromancy)

Body Blades Level: 4 Sphere: Combat, Necromantic (Alteration) Range: 0 Components: V, S M Duration: 7 rounds +1 round/3 levels above 11th Sphere: (round down) Range: 0 Casting Time: 7 Components: V, S, M Area of Effect: One of the caster’s hands Duration: Saving Throw: Special 5 Area of Effect: The caster This spell creates a whiplike, flexible line of force emanating Saving Throw: None from any of the caster’s hands (once a focal point is chosen, it

47 cannot be changed). This crackling line of purple sparks can ient, and preventing that being from doing anything but be wielded like a whip, striking with the caster’s THAC0 at convulsing, crying out, and writhing about uncontrollably for opponents up to 10 feet away. Though it receives no attack 1d3 rounds (Armor Class is reduced by 3 points and no bonuses, is considered a +2 magical weapon when deter- coherent actions are possible). mining what it can hit. The healing is instantaneous, restoring 1d8 points of damage, A sacred strike “whip” is always silent. Any living being plus 1 point per level of the caster (the caster may use this spell successfully struck must save vs. spell and make a Constitution on himself). If the system shock roll succeeds, the spell recipient ability check. If both succeed, the victim suffers only 1 point takes no damage from the intense pain. (Loviatan clergy often of damage, and enough pain to force a -1 penalty on the first twistedly describe it as something they even come to enjoy.) If attack roll (or ability check roll, if forced prior to an attack) the roll fails, the recipient falls into unconsciousness and is during the next round. (If the victim makes neither during reduced to 1 hit point. In theory, days of healing could bring the that round, the pain passes without additional effect.) stricken being back to full health, but unless aid is nearby, or If the saving throw fails, the victim takes 4d4 points of this “Loviatar’s bane” occurs within a Loviatan religious damage, and the caster of the sacred strike automatically gains community (whose members are sworn to care for the infirm, half of the points as healing energy. (If the caster is not and heal them if at all possible), death is the likely result. wounded at the time, no extra points are added, nor can they This spell has no effect on undead or creatures without be “saved” to offset damage that may occur during future nervous systems (such as plant beings, fungi, slimes, jellies, rounds.) molds, etc.). The material components of a loving pain spell are If the ability check fails, the victim is wracked with pain for the caster’s holy symbol and a drop of unholy water. the rest of the round and the entire subsequent round. During this period, the victim attacks at a -2 penalty, his Armor Class Wailing Whips is reduced by a -1 penalty, and he is unable to concentrate enough to cast any spells. (Invocation/Evocation) Undead targets hit by a sacred strike are unaffected by its pain effects and take normal damage (4d4 points of damage), Level: 5 but 2d4 points of the unlife energy are also inflicted on the Sphere: Guardian wielder of the whip (causing most living casters damage). Range: 30 yards A sacred strike ends when the spell expires, when its caster Components: V, S casts another spell (magical items can be triggered with the Duration: 4 rounds caster’s free hand without affecting the sacred strike), the caster Casting Time: 8 wills it, or the caster falls unconscious. Area of Effect: 30-foot-diameter sphere The material components of a sacred strike spell are two Saving Throw: ½ drops of unholy water and one of the caster’s hairs. This spell fills a spherical area of air with ghostly whips of force Loving Pain that fly about, circling and writhing so violently that they cause a moaning and wailing sound. The spell cannot form in (Alteration, Necromancy) the midst of a solid object, but will form the remaining portion of its sphere if solid objects intervene. So long as there is even Level: 5 a tiny air-passage link between areas on either side of a wall or Sphere: Healing other nonmagical barrier, parts of the sphere form on both sides Range: Touch of the barrier. This property makes the spell popular for Components: V, S, M attacking guards inside an adjacent guardroom, eavesdroppers Duration: Instantaneous using a peephole in a “next-door” passage, and so on. Casting Time: 8 Creatures in contact with the sphere are slashed for 4d6 Area of Effect: The caster or one touched recipient points of damage per round, but are allowed a saving throw Saving Throw: Special each round for half damage. Once formed, the area of effect of this spell is stationary, and the spell cannot be ended prema- This spell is often employed by Loviatan clergy to recover from turely by the will of the caster or by his death or departure wounds caused in holy rituals. It heals, but it causes intense (dispel magic or a similar spell is necessary). The caster of the pain while doing so, forcing a system shock roll on the recip- wailing whips can be harmed by his own spell.

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